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Chapter 10

Chapter 10. Object-Oriented Analysis and Modeling Using the UML. Objectives. Define object modeling and explain its benefits. Recognize and understand the basic concepts and constructs of object modeling. Define the UML and its various types of diagrams.

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Chapter 10

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  1. Chapter 10 Object-Oriented Analysis and Modeling Using the UML

  2. Objectives • Define object modeling and explain its benefits. • Recognize and understand the basic concepts and constructs of object modeling. • Define the UML and its various types of diagrams. • Evolve a business requirements use-case model into a system analysis use-case model. • Construct an activity diagram. • Discover objects and classes, and their relationships. • Construct a class diagram.

  3. Introduction to Object Modeling Object-oriented analysis (OOA) – an approach used to • study existing objects to see if they can be reused or adapted for new uses • define new or modified objects that will be combined with existing objects into a useful business computing application Object modeling – a technique for identifying objects within the systems environment and the relationships between those objects.

  4. Introduction to the UML Unified Modeling Language (UML) – a set of modeling conventions that is used to specify or describe a software system in terms of objects. • The UML does not prescribe a method for developing systems—only a notation that is now widely accepted as a standard for object modeling.

  5. Objects & Attributes Object – something that is or is capable of being seen, touched, or otherwise sensed, and about which users store data and associate behavior. • Person, place, thing, or event • Employee, customer, instructor, student • Warehouse, office, building, room • Product, vehicle, computer, videotape Attribute – the data that represent characteristics of interest about an object.

  6. Objects & Object Instances Object instance – each specific person, place, thing, or event, as well as the values for the attributes of that object.

  7. Behavior & Encapsulation Behavior – the set of things that the object can do that correspond to functions that act on the object’s data (or attributes). • In object-oriented circles, an object’s behavior is commonly referred to as a method, operation, or service. Encapsulation – the packaging of several items together into one unit.

  8. Object Classes Object Class – a set of objects that share common attributes and behavior. Sometimes referred to as a class.

  9. Representing Object Classes in the UML

  10. Inheritance Inheritance – the concept wherein methods and/or attributes defined in an object class can be inherited or reused by another object class.

  11. Inheritance (cont.)

  12. Generalization/Specialization, Supertype, and Subtype Generalization/specialization – technique wherein attributes and behaviors common to several types of object classes are grouped (or abstracted) into their own class, called a supertype. Supertype – an entity that contains attributes and behaviors that are common to one or more class subtypes. Also referred to as abstract or parent class. Subtype – an object class that inherits attributes and behaviors from a supertype class and may contain other attributes and behaviors unique to it. Also referred to as a child class and, if it exists at the lowest level of the inheritance hierarchy, as concrete class.

  13. UML Representation of Generalization/Specialization

  14. Object/Class Relationships Object/classrelationship – a natural business association that exists between one or more objects and classes.

  15. UML Multiplicity Notations Multiplicity – the minimum and maximum number of occurrences of one object/class for a single occurrence of the related object/class.

  16. Aggregation Aggregation – a relationship in which one larger “whole” class contains one or more smaller “parts” classes. Conversely, a smaller “part” class is part of a “whole” larger class • In UML 2.0 the notation for aggregation has been dropped

  17. Composition Composition – an aggregation relationship in which the “whole” is responsible for the creation and destruction of its “parts.” If the “whole” were to die, the “part” would die with it.

  18. Messages Message – communication that occurs when one object invokes another object’s method (behavior) to request information or some action

  19. Polymorphism Polymorphism – the concept that different objects can respond to the same message in different ways. Override – a technique whereby a subclass (subtype) uses an attribute or behavior of its own instead of an attribute or behavior inherited from the class (supertype).

  20. UML 2.0 Diagrams

  21. UML 2.0 Diagrams (cont.)

  22. The Process of Object Modeling • Modeling the functions of the system. • Finding and identifying the business objects. • Organizing the objects and identifying their relationships.

  23. Construction the Analysis Use-Case Model System analysis use case – a use case that documents the interaction between the system user and the system. It is highly detailed in describing what is required but is free of most implementation details and constraints. • Identify, define, and document new actors. • Identify, define, and document new use cases. • Identify any reuse possibilities. • Refine the use-case model diagram (if necessary). • Document system analysis use-case narratives.

  24. Revised System Use-Case Model Diagram

  25. Use-Case Narrative

  26. Use-Case Narrative (cont.)

  27. Abstract Use-Case Narrative

  28. Modeling Use-Case Activities Activity diagram – a diagram that can be used to graphically depict the flow of a business process, the steps of a use case, or the logic of an object behavior (method).

  29. Activity Diagram Notations • Initial node - solid circle representing the start of the process. • Actions – rounded rectangles representing individual steps. The sequence of actions make up the total activity shown by the diagram. • Flow - arrows on the diagram indicating the progression through the actions. Most flows do not need words to identify them unless coming out of decisions. • Decision - diamond shapes with one flow coming in and two or more flows going out. The flows coming out are marked to indicate the conditions. • Merge - diamond shapes with multiple flows coming in and one flow going out. This combines flows previously separated by decisions. Processing continues with any one flow coming into the merge.

  30. Activity Diagram Notations (cont.) • Fork – a black bar with one flow coming in and two or more flows going out. Actions on parallel flows beneath the fork can occur in any order or concurrently. • Join – a black bar with two or more flows coming in and one flow going out, noting the end of concurrent processing. All actions coming into the join must be completed before processing continues. • Activity final – the solid circle inside the hollow circle representing the end of the process.

  31. Activity Diagram with Partitions • Subactivity indicator – the rake symbol in an action indicates that this action is broken out in another separate activity diagram. This helps you keep the activity diagram from becoming overly complex. • Connector – A letter inside a circle gives you another tool for managing complexity. A flow coming into a connector jumps to the flow coming out of a connector with a matching letter.

  32. Guidelines for Constructing Activity Diagrams • Start with one initial node as a starting point. • Add partitions if it is relevant to your analysis. • Add an action for each major step of the use case (or each major step an actor initiates. • Add flows from each action to another action, a decision point, or an end point. For maximum precision of meaning, each action should have only one flow coming in and one flow going out with all forks, joins, decisions, and merges shown explicitly. • Add decisions where flows diverge with alternating routes. Be sure to bring them back together with a merge. • Add forks and joins where activities are performed in parallel. • End with a single notation for activity final.

  33. Drawing System Sequence Diagrams System sequence diagram - a diagram that depicts the interaction between an actor and the system for a use case scenario. • helps identify high-level messages that enter and exit the system

  34. System Sequence Diagram Notations • Actor - the initiating actor of the use case is shown with the use case actor symbol. • System – the box indicates the system as a "black box" or as a whole. The colon (:) is standard sequence diagram notation to indicate a running "instance" of the system. • Lifelines – the dashed vertical lines extending downward from the actor and system symbols, which indicate the life of the sequence. • Activation bars – the bars set over the lifelines indicate period of time when participant is active in the interaction.

  35. System Sequence Diagram Notations (cont.) • Input messages - horizontal arrows from actor to system indicate the message inputs. UML convention for messages is to begin the first word with a lowercase letter and add additional words with initial uppercase letter and no space. In parentheses include parameters, following same naming convention and separated with commas. • Output messages – horizontal arrows from system to actor shown as dashed lines. Since they are web forms, reports, e-mails, etc. these messages do not need to use the standard notation.

  36. System Sequence Diagram Notations (cont.) • Receiver Actor– other actors or external systems that receive messages from the system can be included. • Frame – a box can enclose one or more messages to divide off a fragment of the sequence. These can show loops, alternate fragments, or optional (opt) steps. For an optional fragment the condition shown in square brackets indicates the conditions under which the steps will be performed.

  37. Guidelines for Constructing System Sequence Diagrams • Identify which scenario of use case you will depict. Purpose is to discover messages, not to model logic. So more important to clearly communicate a single scenario. • Draw a rectangle representing the system as a whole and extend a lifeline under it. • Identify each actor who directly provides an input to the system or directly receives an output from the system. Extend lifelines under the actor(s). • Examine use case narrative to identify system inputs and outputs. Ignore messages inside system. Draw each external message as a horizontal arrow from the actor's lifeline to the system or from the system to the actor. Label inputs according to UML convention. • Add frames to indicate optional messages with conditions. Frames can also indicate loops and alternate fragments. • Confirm that the messages are shown in the proper sequence from top to bottom.

  38. Finding and Identifying the Business Objects • Find the Potential Objects • Review each use case to find nouns that correspond to business entities or events. • Select the Proposed Objects • Not all nouns represent business objects. • Is it a synonym of another object? • Is it outside the scope of the system? • Is it a role without unique behavior, or an external role? • Is it unclear or in need of focus? • Is it an action or an attribute that describes another object?

  39. Partial Use-Case Narrative with Nouns Highlighted

  40. Potential Object List

  41. Cleaning Up List of Candidate Objects

  42. Proposed Object List

  43. Organizing the Objects and Identifying their Relationships • Identifying Associations and Multiplicity • Identifying Generalization/Specialization Relationships • Identifying Aggregation Relationships • Prepare the Class Diagram Class diagram – a graphical depiction of a system’s static object structure, showing object classes that the system is composed of as well as the relationships between those object classes.

  44. Object Association Matrix

  45. Generalization/Specialization Hierarchies

  46. Persistent and Transient Object Classes Persistent class – a class that describes an object that outlives the execution of the program that created it. • Stored permanently as in a database Transient object class – a class that describes an object that is created temporarily by the program and lives only during that program’s execution.

  47. Class Diagram Refer to Figure 10-24 in text for a more readable copy

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